Documentation
¶
Index ¶
- Constants
- Variables
- func NewD3D11Device() (*ID3D11Device, *ID3D11DeviceContext, error)
- type D3D11_BOX
- type D3D11_TEXTURE2D_DESC
- type D3D11_USAGE
- type ID3D11Debug
- type ID3D11DebugVtbl
- type ID3D11Device
- type ID3D11Device1
- type ID3D11DeviceChildVtbl
- type ID3D11DeviceContext
- func (obj *ID3D11DeviceContext) CopyResource2D(dst, src *ID3D11Texture2D) int32
- func (obj *ID3D11DeviceContext) CopyResourceDXGI(dst, src *dxgi.IDXGIResource) int32
- func (obj *ID3D11DeviceContext) CopySubresourceRegion(dst *ID3D11Resource, dstSubResource, dstX, dstY, dstZ uint32, ...) int32
- func (obj *ID3D11DeviceContext) CopySubresourceRegion2D(dst *ID3D11Texture2D, dstSubResource, dstX, dstY, dstZ uint32, ...) int32
- func (obj *ID3D11DeviceContext) Release() int32
- type ID3D11DeviceContextVtbl
- type ID3D11DeviceVtbl
- type ID3D11InfoQueue
- type ID3D11InfoQueueVtbl
- type ID3D11Resource
- type ID3D11ResourceVtbl
- type ID3D11Texture2D
- type ID3D11Texture2DVtbl
Constants ¶
View Source
const ( D3D11_CPU_ACCESS_READ = 0x20000 D3D11_RLDO_SUMMARY = 0x1 D3D11_RLDO_DETAIL = 0x2 D3D11_RLDO_IGNORE_INTERNAL = 0x4 D3D11_CREATE_DEVICE_DEBUG = 0x2 D3D11_CREATE_DEVICE_BGRA_SUPPORT = 0x20 D3D11_SDK_VERSION = 7 )
Variables ¶
View Source
var ( // iid_ID3D11Device1, _ = windows.GUIDFromString("{a04bfb29-08ef-43d6-a49c-a9bdbdcbe686}") IID_ID3D11Texture2D, _ = windows.GUIDFromString("{6f15aaf2-d208-4e89-9ab4-489535d34f9c}") IID_ID3D11Debug, _ = windows.GUIDFromString("{79cf2233-7536-4948-9d36-1e4692dc5760}") IID_ID3D11InfoQueue, _ = windows.GUIDFromString("{6543dbb6-1b48-42f5-ab82-e97ec74326f6}") )
Functions ¶
func NewD3D11Device ¶
func NewD3D11Device() (*ID3D11Device, *ID3D11DeviceContext, error)
Types ¶
type D3D11_BOX ¶
type D3D11_BOX struct {
Left, Top, Front, Right, Bottom, Back uint32
// contains filtered or unexported fields
}
type D3D11_TEXTURE2D_DESC ¶
type D3D11_USAGE ¶ added in v1.0.1
type D3D11_USAGE uint32
const ( D3D11_USAGE_DEFAULT D3D11_USAGE = 0 D3D11_USAGE_IMMUTABLE D3D11_USAGE = 1 D3D11_USAGE_DYNAMIC D3D11_USAGE = 2 D3D11_USAGE_STAGING D3D11_USAGE = 3 )
type ID3D11Debug ¶
type ID3D11Debug struct {
// contains filtered or unexported fields
}
func (*ID3D11Debug) QueryInterface ¶
func (obj *ID3D11Debug) QueryInterface(iid windows.GUID, pp interface{}) int32
func (*ID3D11Debug) Release ¶
func (obj *ID3D11Debug) Release() int32
func (*ID3D11Debug) ReportLiveDeviceObjects ¶
func (obj *ID3D11Debug) ReportLiveDeviceObjects(flags uint32) int32
type ID3D11DebugVtbl ¶
type ID3D11DebugVtbl struct {
com.IUnknownVtbl
SetFeatureMask uintptr
GetFeatureMask uintptr
SetPresentPerRenderOpDelay uintptr
GetPresentPerRenderOpDelay uintptr
SetSwapChain uintptr
GetSwapChain uintptr
ValidateContext uintptr
ReportLiveDeviceObjects uintptr
ValidateContextForDispatch uintptr
// contains filtered or unexported fields
}
type ID3D11Device ¶
type ID3D11Device struct {
// contains filtered or unexported fields
}
func (*ID3D11Device) CreateTexture2D ¶
func (obj *ID3D11Device) CreateTexture2D(desc *D3D11_TEXTURE2D_DESC, ppTexture2D **ID3D11Texture2D) int32
func (*ID3D11Device) QueryInterface ¶
func (obj *ID3D11Device) QueryInterface(iid windows.GUID, pp interface{}) int32
func (*ID3D11Device) Release ¶
func (obj *ID3D11Device) Release() int32
type ID3D11Device1 ¶
type ID3D11Device1 struct {
// contains filtered or unexported fields
}
func (*ID3D11Device1) CreateTexture2D ¶
func (obj *ID3D11Device1) CreateTexture2D(desc *D3D11_TEXTURE2D_DESC, ppTexture2D **ID3D11Texture2D) int32
func (*ID3D11Device1) Release ¶
func (obj *ID3D11Device1) Release() int32
type ID3D11DeviceChildVtbl ¶
type ID3D11DeviceContext ¶
type ID3D11DeviceContext struct {
// contains filtered or unexported fields
}
func (*ID3D11DeviceContext) CopyResource2D ¶
func (obj *ID3D11DeviceContext) CopyResource2D(dst, src *ID3D11Texture2D) int32
func (*ID3D11DeviceContext) CopyResourceDXGI ¶
func (obj *ID3D11DeviceContext) CopyResourceDXGI(dst, src *dxgi.IDXGIResource) int32
func (*ID3D11DeviceContext) CopySubresourceRegion ¶
func (obj *ID3D11DeviceContext) CopySubresourceRegion(dst *ID3D11Resource, dstSubResource, dstX, dstY, dstZ uint32, src *ID3D11Resource, srcSubResource uint32, pSrcBox *D3D11_BOX) int32
func (*ID3D11DeviceContext) CopySubresourceRegion2D ¶
func (obj *ID3D11DeviceContext) CopySubresourceRegion2D(dst *ID3D11Texture2D, dstSubResource, dstX, dstY, dstZ uint32, src *ID3D11Texture2D, srcSubResource uint32, pSrcBox *D3D11_BOX) int32
func (*ID3D11DeviceContext) Release ¶
func (obj *ID3D11DeviceContext) Release() int32
type ID3D11DeviceContextVtbl ¶
type ID3D11DeviceContextVtbl struct {
ID3D11DeviceChildVtbl
VSSetConstantBuffers uintptr
PSSetShaderResources uintptr
PSSetShader uintptr
PSSetSamplers uintptr
VSSetShader uintptr
DrawIndexed uintptr
Draw uintptr
Map uintptr
Unmap uintptr
PSSetConstantBuffers uintptr
IASetInputLayout uintptr
IASetVertexBuffers uintptr
IASetIndexBuffer uintptr
DrawIndexedInstanced uintptr
DrawInstanced uintptr
GSSetConstantBuffers uintptr
GSSetShader uintptr
IASetPrimitiveTopology uintptr
VSSetShaderResources uintptr
VSSetSamplers uintptr
Begin uintptr
End uintptr
GetData uintptr
SetPredication uintptr
GSSetShaderResources uintptr
GSSetSamplers uintptr
OMSetRenderTargets uintptr
OMSetRenderTargetsAndUnorderedAccessViews uintptr
OMSetBlendState uintptr
OMSetDepthStencilState uintptr
SOSetTargets uintptr
DrawAuto uintptr
DrawIndexedInstancedIndirect uintptr
DrawInstancedIndirect uintptr
Dispatch uintptr
DispatchIndirect uintptr
RSSetState uintptr
RSSetViewports uintptr
RSSetScissorRects uintptr
CopySubresourceRegion uintptr
CopyResource uintptr
// contains filtered or unexported fields
}
type ID3D11DeviceVtbl ¶
type ID3D11DeviceVtbl struct {
com.IUnknownVtbl
CreateBuffer uintptr
CreateTexture1D uintptr
CreateTexture2D uintptr
CreateTexture3D uintptr
CreateShaderResourceView uintptr
CreateUnorderedAccessView uintptr
CreateRenderTargetView uintptr
CreateDepthStencilView uintptr
CreateInputLayout uintptr
CreateVertexShader uintptr
CreateGeometryShader uintptr
CreateGeometryShaderWithStreamOutput uintptr
CreatePixelShader uintptr
CreateHullShader uintptr
CreateDomainShader uintptr
CreateComputeShader uintptr
CreateClassLinkage uintptr
CreateBlendState uintptr
CreateDepthStencilState uintptr
CreateRasterizerState uintptr
CreateSamplerState uintptr
CreateQuery uintptr
CreatePredicate uintptr
CreateCounter uintptr
CreateDeferredContext uintptr
CheckFormatSupport uintptr
CheckMultisampleQualityLevels uintptr
CheckCounterInfo uintptr
CheckCounter uintptr
CheckFeatureSupport uintptr
GetPrivateData uintptr
SetPrivateData uintptr
SetPrivateDataInterface uintptr
GetFeatureLevel uintptr
GetCreationFlags uintptr
GetDeviceRemovedReason uintptr
GetImmediateContext uintptr
SetExceptionMode uintptr
GetExceptionMode uintptr
// contains filtered or unexported fields
}
type ID3D11InfoQueue ¶
type ID3D11InfoQueue struct {
// contains filtered or unexported fields
}
func (*ID3D11InfoQueue) Release ¶
func (obj *ID3D11InfoQueue) Release() int32
type ID3D11InfoQueueVtbl ¶
type ID3D11InfoQueueVtbl struct {
com.IUnknownVtbl
AddApplicationMessage uintptr
AddMessage uintptr
AddRetrievalFilterEntries uintptr
AddStorageFilterEntries uintptr
ClearRetrievalFilter uintptr
ClearStorageFilter uintptr
ClearStoredMessages uintptr
GetBreakOnCategory uintptr
GetBreakOnID uintptr
GetBreakOnSeverity uintptr
GetMessage uintptr
GetMessageCountLimit uintptr
GetMuteDebugOutput uintptr
GetNumMessagesAllowedByStorageFilter uintptr
GetNumMessagesDeniedByStorageFilter uintptr
GetNumMessagesDiscardedByMessageCountLimit uintptr
GetNumStoredMessages uintptr
GetNumStoredMessagesAllowedByRetrievalFilter uintptr
GetRetrievalFilter uintptr
GetRetrievalFilterStackSize uintptr
GetStorageFilter uintptr
GetStorageFilterStackSize uintptr
PopRetrievalFilter uintptr
PopStorageFilter uintptr
PushCopyOfRetrievalFilter uintptr
PushCopyOfStorageFilter uintptr
PushEmptyRetrievalFilter uintptr
PushEmptyStorageFilter uintptr
PushRetrievalFilter uintptr
PushStorageFilter uintptr
SetBreakOnCategory uintptr
SetBreakOnID uintptr
SetBreakOnSeverity uintptr
SetMessageCountLimit uintptr
SetMuteDebugOutput uintptr
// contains filtered or unexported fields
}
type ID3D11Resource ¶
type ID3D11Resource struct {
// contains filtered or unexported fields
}
func (*ID3D11Resource) Release ¶
func (obj *ID3D11Resource) Release() int32
type ID3D11ResourceVtbl ¶
type ID3D11ResourceVtbl struct {
ID3D11DeviceChildVtbl
GetType uintptr
SetEvictionPriority uintptr
GetEvictionPriority uintptr
// contains filtered or unexported fields
}
type ID3D11Texture2D ¶
type ID3D11Texture2D struct {
// contains filtered or unexported fields
}
func (*ID3D11Texture2D) GetDesc ¶
func (obj *ID3D11Texture2D) GetDesc(desc *D3D11_TEXTURE2D_DESC) int32
func (*ID3D11Texture2D) QueryInterface ¶
func (obj *ID3D11Texture2D) QueryInterface(iid windows.GUID, pp interface{}) int32
func (*ID3D11Texture2D) Release ¶
func (obj *ID3D11Texture2D) Release() int32
type ID3D11Texture2DVtbl ¶
type ID3D11Texture2DVtbl struct {
ID3D11ResourceVtbl
GetDesc uintptr
// contains filtered or unexported fields
}
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